Greetings,
im trying to make a custom civ trait that does the following:
Disctricts built in the desert yield +2 science, +2 Production and +1 food. (for example, holy site/encampment and etc)
i tried the following code:
INSERT INTO TraitModifiers
(TraitType...
I am making Norilsk as a city state, using Sarajevo city state from Gedemo as a template. I can set most things up, but modifiers are really killing me.
The suzerain bonus I want to give to my city state:
Every mine +1 production
Mines on strategic/bonus resources add +1 production on domestic...
EDIT: assume that Civtraits and TraitModifiers are already initialised
Hello everyone,
I'm trying to have a requirement on a civ trait for a custom civ of mine. I'm having trouble with the requirements. I've tested the code below and the problem only arises when I try to include any form of...
Hi all,
I am new to modding and I did not find any references to unit groups (e.g.: military units, raged units etc.)
Is there a way to add e.g. 5 combat strength to all units, or do I need to do it like:
INSERT INTO Modifiers
(ModifierId...
I am trying to make food harder to come by in tundra, so that food only exists in certain circumstances. My code below works sort of, but the game only seems to adjust the plot yields when they are within a player's borders. Unowned plots show the original unmodified yield and it is only when...
UPDATE: The error was that I used OwnerRequirementSetId instead of SubjectRequirementSetId. Thread can be deleted!
I'm trying to give Cavalry units negative Combat Strength vs. melee units when they're defending. But no matter how I try, it simply doesn't work. I don't see any errors in the...
Hello there,
I want to create a new leader, and as part of his unique ability, every city shall get +1 food and production for every city state he is the suzerain of. The only modifiers I could find that change a yield based on how many city states you control are...
Hello, I'm using the ModifierType, 'MODIFIER_PLAYER_CITIES_ADJUST_HAPPINESS_YIELD', from the DynamicModifiers table to add 5% to all non-food yields when a policy card is active.
Unfortunately, what happens is that it applies permanently when you activate the policy and applies again if you...
As the tin says, I want to know what arguments have to be passed to a modifier so that it takes effect.
Example, I have this modifier found in Expansion1_Modifiers.xml
MODIFIER_SINGLE_CITY_ADJUST_UNIT_PRODUCTION_MODIFIER
but I haven't found where it is used.
Since I don't know how the...
This mod has been released as Better Civilopedia. It is discontinued here.
This simple mod adds to Civilopedia pages information about modifiers' structure for a given object. It uses the module I've developed for Better Report Screen, so the latter mod is required.
I find it very handy to...
A civ I'm making is supposed to have a custom ability, however when I load a new game it puts me back into the menu.
This is the section I want to add
--------------------------------------------------------------------------------------------------------------------------
-- TraitModifiers...
There are 3 very interesting Requirement Types:
REQUIREMENT_COLLECTION_COUNT_ATLEAST
REQUIREMENT_COLLECTION_COUNT_EQUALS
REQUIREMENT_COLLECTION_COUNT_GREATERTHAN
They seem pretty straightforward and actually very powerful. The game uses them very rarely, basically to count...
Hi All,
I'm new here - so be nice ;)
I've been playing Civ6 for a reasonable amount of time since it was released (200+ hours) and have, for the first time, in my current game noticed I have a gained a *huge* negative science modifier... and I just can't figure out what caused it.
In the...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.